#arma3_texture

1 messages · Page 26 of 1

silver gull
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thats the thing, with this set i want to build large factories, storage halls and residential buildings, average heigth 4 to 6 storeys and base 30m² to 50m²

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so i cant really rely on a mask to seperate different materials, i would have to always make a mesh and UV split - which is terrible for LOD because as soon as you reduce stuff you get different colors and stuff

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and i think macro/detail/AO will not be too usefull either, at least for large buildings - unless i use many multimats

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but theres so many variables to consider, i'm running in circles... need to lock some stuff down and hopefully not screw myself with those decisions 😅

frozen blade
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for blocks of flats, i would the residential unit as a cluster

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the rest separate

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for warehouses and larger floor print stuff

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i would break stuff in modules

silver gull
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i plan to divide interior from exterior for all so i can unhide the interior whenever not visible.

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breaking it down... hm... i guess for very large stuff the 1-2 extra sections should be worth it

dense peak
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you can also just remove the interior from everything but the LOD0 as long as you don't have any windows that would let you see inside it

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if you go for door anim states to hide the interior, you can end up with a player being inside the building and close all the doors, then the interior would get hidden :S

silver gull
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it could be hidden just for lower lod on door closing

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not having interior model for lower LOD is not possible, i have windows

frozen blade
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it is possible

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that is how BI does it

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windows or no windows

dense peak
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just keep the wall behind the window, remove everything else i assume

silver gull
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thats what i would do in normal LOD anyway where possible ; by hiding i mean "animation hiding". When dealing with this kind https://abload.de/img/cb215513drilfu29.jpg the whole "just delete/dont show it" becomes less trivial compared to some teeny tiny arma hut

frozen blade
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@X3KJ#8043 depending on the amount of shit that needs to be loaded, i wouldn't worry about polycount

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the textures are loaded even if it is animated hidden

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which is where the downfall starts - 4x3textures + another 3 textures (so 16 indiv textures) per multimat

silver gull
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i worry most about draw calls because it effects cpu which is prime bottleneck of arma

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ideally i would like to have a much larger city than is common for vanilla maps with most of them having some limited form of interior

rare lake
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me too. lets see what PMC real world data terrain project can achieve in the long run 😃

dense peak
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Anyone know if its possible to use two different UV maps in Quixel suite 2?

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One for _co and one for _mc

frozen blade
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@dense peak not sure, doubt it

true fossil
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@dense peak Not possible. You can try duplicate the mesh and set the UV's but i'm not sure if it will work as you wish. the best solution for you is do it in two projects and then merge it with photoshop, if needed.

nova hatch
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Anyone have any tips for better metals in arma from SP2?

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Not sure if my export is off or rvmat but I get like duller metals ingame without the metally shine. If anyone knows what I can mess with to get better results that would be awesome, thanks

warm stag
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try with at least some value in the diffuse ( like 0.1 instead of 0), and specpower of about 50, with spec set to ~0.6 r/g/b

silver gull
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specularity is pretty shitty in arma... you cant have a very shiny and glossy material (glass) and a rough dull material (cloth) in the same rvmat, unless you can live with either glass looking too dull or cloth too shiny

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you have to modify specpower and specular[] to adjust, you cant do it alone by texture because the max and min values you can affect with texture are severely capped

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simple smdi texture with white to black from top to bottom in spec channel and same in gloss channel but left to right instead

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converting from PBR to arma is not trivial to automate just like that. Best to use Metalness workflow however, easier to convert

nova hatch
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@silver gull thankfully its all metal - just using a 9mm bulllet to test. I am using Soul Assassins guide and followed his export config. Would the export be different for metalness workflow?

silver gull
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if it describes how to work with PBR specular workflow then yes certainly (i guess, havent read his guide)

nova hatch
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Yea its pbr

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Ill take a look and give it a shot, thanks 😃

silver gull
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pbr metalness is not the same as pbr specular

white cargo
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I lost all my bookmarks, anyone here have any good free texture sites to recommend?

rare lake
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when you collect that free texture site bookmark list again, please sent to me and I'll add it to PMC Editing Wiki for sharing and safe keeping.

white cargo
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will do

void birch
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shame so many of them are no longer 'free'

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Haven't used half of these haha but ended up searching as well.

stoic cedar
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Is anyone able to possibly help me?

full quarry
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depends what the problem is

stoic cedar
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I need to know how to texture the T-Shirt combat fatigues

full quarry
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you find a template for that and use image editor of your choice to draw what you want on it

silver gull
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need to know? That sounds like someone is threatening you to create retextures...

stoic cedar
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They have my wife and kids 😏

silver gull
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the donaters on your server or who? 😜

regal otter
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I'm having some issues with a few textures in a custom uniform config. They worked fine earlier, but now they're not.. and I can NOT figure out why. They're just showing up all black now, and I do not have the experience to fix it alone. x-x

sudden hedge
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@regal otter They are saved as paa right?

regal otter
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They are. Like I said, they were working earlier in a different config.

sudden hedge
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then I'd suggest you post your old and new config on pastebin

regal otter
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But the weirder part is that it's the exact same weapon and vehicle configs, just copied to a NEW file/folder and with the paths edited to reflect the new .pbo name

sudden hedge
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Did you alter the CfgPatches to match?

regal otter
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It should have been...

sudden hedge
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Rad_Vydra_Uniforms
!=
Vydra\

analog mulch
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How can I make one object two three textures without doing an extra model ?

nocturne lake
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depends what it is. Most things you can use hiddenSelections. But weapon attachments (scopes, lights etc.) and terrain objects for islands do require separate models for each texture variant

acoustic dove
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was there something for substance painter ? was that only that present?

crimson brook
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What is the correct process to get a PSD with transparency to a .paa? Right now full black text is coming out almost invisible. This is a texture for a sign post to be applied in mission.

frozen blade
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make a proper alpha channel for that text, and save it as a 32 bit (RGBA) TGA

crimson brook
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Thanks PuFu, will give it a try.

frozen blade
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or the easier version would be to save a PNG 32 bit (it doesn't require a proper alpha - it can be a transparent background - i do recommend TGA over PNG since PAAs do behave 100% like TGAs <minus compression> , although PNGs should convert just fine as well)

crimson brook
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Hmm ok, just tried it and all the red turned blue.... (tga method)

frozen blade
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is it 2^n file format?

crimson brook
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nope

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it's for a sign post texture

frozen blade
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yeah so?

crimson brook
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Different aspect ratio.

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Or should I make it fit in a 2^n?

frozen blade
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2^n also means 256x512

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if you need it 1:2 / 2:1

crimson brook
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Ok will try that, why does that affect the colour out of curiosity?

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@frozen blade Yep working, Thanks 😃

unborn river
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hi guys. I need an rvmat that will make my cockpit instruments light up when its dark (or always bright in color). Anybody got one lying around?

stray relic
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Yes, give me a sec.

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a3\data_f\lights\car_panels.rvmat

unborn river
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thanks Apollo!

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😃

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I got one more question for you guys. how can I check if light is turned on? (reflectors)

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I'm looking for something like "if (isLightOn)

unborn river
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hm I think thats an rvmat thing

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try this, see if it makes a difference

vagrant lake
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thanks will try it ^^

unborn river
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@vagrant lake if you still get wirdness, try to do this in OB

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select glass and select faces->move top

vagrant lake
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thanks it works now 😃

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a 🍺 for you 😄

unborn river
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👍

severe rune
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Arma doesn't have emissive textures right? I want some small lights that glow in the night. They don't create any light on surrounding objects. They just glow for themselves so they are visible without NV goggles

full quarry
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arma has emissive materials

nova hatch
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You can have emissive objects

full quarry
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that glow

nova hatch
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Through rvmats

full quarry
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👆

severe rune
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Can I use a texture that defines where it should glow? Just like Normal maps and AO and stuff?

full quarry
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mm no afaik emission value from rvmat applies to all the faces the material is applied to

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so you will need the glowing bits cut into right size

severe rune
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So if i make the glowing part an extra object with seperate material. I could then just apply the glowing rvmat as that objects material?
Seems not too hard

nova hatch
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Yes pretty much

full quarry
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it can be part of the same mesh

nova hatch
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You could also select faces/verts and apply the rvmat

full quarry
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just with different material applied to them

nova hatch
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Its whatever the selection you select and apply the rvmat to, will glow

umbral peak
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Does anyone here know anything about making custom normal maps for vanilla assets like uniforms?

full quarry
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very hard to do.

umbral peak
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ive seen it done in a few mods and wondered what the process was

full quarry
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Since source models are not accessible I would guess drawing greyscale over the templates and running that through normalmap filter

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in your preferred image editor

umbral peak
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hmm

vagrant lake
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does someone has good export settings for SP2 to export glass for a vehicle ?

unreal magnet
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Just paint and export with alpha

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shouldnt be any different

severe rune
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Do I need to keep something in mind in relation to HBAO+ ? Do I need a special texture or are the normal AO textures fine?

frozen blade
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HBAO is screen space generated by your GFX card

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nothing to do with your textures

dense peak
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Yo

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I need help with something

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I want to start making texture mods

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Such as new army suits, etc

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how do I convert them into a mod afterwards?

full quarry
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I think theres a couple of threads about that on BIforums that should get you started

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what you need is the Arma tools and Arma samples installed

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and preferably Mikeros tools to pack them

hollow hedge
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I want to make arma 3 map and I want to be releatic to an island in real life where do I start ? Thanks

full quarry
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you look up PMC Arma 3 wikipages and terrain section and find Ultimate Terrain tutorial there. And then you find Jakerods Atlas tutorial (Link likely in the PMC wiki too) and read both and follow their instructions. Also be aware making a realistic map is hard work and may take long time.

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and also look left on discrod <-- See the panel of channels and notice #arma3_terrain It is the appropriate channel for terrain questions.

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@Kojixus#1133

dense peak
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So basically, I'm looking to make a uniform, would it work if I would make the clothes over the character example sample into Blender then texture it in Blender too?

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Blender has texturing possibilities

full quarry
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yes that should work

dense peak
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Then, what's the way of making it a mod?

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Making it a actual mod and release on Steam

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@full quarry And, I'm looking to add it in game too

full quarry
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you need to export it into the arma format and write config for a new character that uses your new model

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from blender FHQ BlenderToolbox addon can export directly into P3D

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and it also can export all the necessary LODs

dense peak
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Right, what about the face?

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Like.. I want a uniform, not a character.

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So, a uniform item which can be wearable by all the characters

nocturne lake
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those should help you understand the fundamentals of what is required of the model

dense peak
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Thanks a lot.

hollow hedge
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okay thanks @full quarry

inland rock
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Anyone know how to get the new van textures?

open canyon
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In terms of pictures, you need to wait untill Bohemia "unlock" them from *.ebo. But if you want to just use them you can check paths in config info of van.

nocturne lake
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no need, BIS already released .psd files for them on the Arma 3 Sample package in Steam

inland rock
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I have arma 3 samples but i have no idea how to use it with arma tools

nocturne lake
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when you open samples on steam it will take you to a folder where they are installed

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in the Art folder there are some .rar (or maybe it was just .zip?) files that are compressed archives containing .psd files for various DLC objects

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so you need something that can unpack those standard compressed files, and photoshop to open the .psd layer files

inland rock
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Ok thanks @nocturne lake got it now

full quarry
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Gimp can open the .PSD too.

hollow sedge
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Hey can anyone point me to the instructions for how to retexture a mod? Anyone have any tips/tricks they can send my way?

severe rune
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You grab the texture from the PBO using a PBO unpacker. use TexView or something else to convert it to png. Then you edit that texture and convert it back to paa. And the rest is #arma3_config

hollow sedge
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oh sweet

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cheers

frozen blade
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@hollow sedge before you got retexturing a mod

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do ask for permission first

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or for a headsup

hollow sedge
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oh yeah defo mate, don't worry! Am planning on emailing the HAFM guys before I do it! XD

granite oak
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Hia. Havin a bit of a problem with UV maps in object builder. I've set canvas size to 2048x2048 in c4d before exporting to 3ds file. But when imported to object builder and then exported as EMF or WMF, aspect ratio of the uvmap is never 1:1

severe rune
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why do you export as 3ds?
I've been using FBX and had no issues so far

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Is the UV already broken inside object builder? Check the UV edit thingy in OB

granite oak
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no, it looks perfectly fine

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it's just the size that is off

severe rune
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What format are EMF/WMF used for? Never heard of these Microsoft graphics format

granite oak
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😄

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Ill try FBX, hold on

severe rune
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What is the size of the canvas after it is "broken"

granite oak
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1814 x 1827 px

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Import error: code 0, message 'File is corrupted' while importing the file: 'C:\Ufe\Safe.fbx'

severe rune
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Try 2014 FBX instead of the latest one.

granite oak
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kk

severe rune
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Didn't know OB doesn't support that. But I use 2014 because an old tutorial said Substance Painter doesn't support the newer ones.. Never bothered to check if that's true ^^

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Can you see the UV map size inside OB? I don't use OB that much. Might just be the EMF export that's broken then

granite oak
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imported FBX now, same problem when exporting

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even when I specify export dimensions to be 2048x2048 ^^

severe rune
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Could it be that EMF uses the bounding box of all existent objects as size instead?

granite oak
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hmmm, maybe..

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although I tried to expand uvmap to texturemap size in c4d, which didnt make a difference

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if Im lucky, I might have found the problem, we'll see after export 😉

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close, but no cigar ^^

nocturne lake
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check the box for "add texture outline"

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it creates a dashed border line at the edge of the texture panel

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the exporter only exports the image to the boundary of the UV shells unless you add that outline at the edge of the UV tile

granite oak
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think I found problem

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my image program did not like EMF format or something, ifran viewer seems to read size correctly

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yeah, problem solved, thanks for all help 😃

nova hatch
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anyone know why when converting png->paa I get wierd specs in a grey section?

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its a diffuse texture as well

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which appear as invisible specs ingame

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hmm its applying an alpha and when I select RGB instead of RGBA in texview its fixed but it will not save as that

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any suggestions?

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saving as .tga fixed all my problems

arctic panther
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Anyone know the route to Survival Fatigues? (Model and Texture)

pastel elm
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@arctic panther Check this path: C:/Program Files(x86)/Steam/steamapps/common/ArmA 3/Addons/characters_f.pbo/clothing_1co.paa

coarse scaffold
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Hello everyone. I have a problem with this freakin TexView2. Everytime I am trying to convert tga to paa DXT5 it converts to ARGB8888 by itself O.o . Texture I am using was made in PS, 3192x3192 , has alpha channel, saved as TGA 32bit.

nova hatch
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Needs to be 512...1024...2048...4096 - that size will not work

coarse scaffold
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😮 Thank you 😃

coarse scaffold
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Ok, different question now, I want to save it as ARGB8888 and it saves as DXT5 . Pic is 4096x4096

frozen blade
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@coarse scaffold what is the suffix for that file?

coarse scaffold
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_ca

frozen blade
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hmm...

unreal magnet
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that is normal

coarse scaffold
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@unreal magnet what do you mean?

nocturne lake
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because class ColorAlphaMap { name = "*_ca.*"; format = "DXT5"; dynRange = 1; };

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that's the conversion rule for all _ca files

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if you want to generate a ARGB8888 you have the file as filename_8888.tga

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or filename_raw.tga

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or filename_1555.tga

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difference between the first and last two is dynRange = 0;

coarse scaffold
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@nocturne lake There is a problem. When I use filename_8888.tga, it converts to 1555, why is that?

nocturne lake
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hmm, check the conversion config and see what format it is. I did some modifications in mine (and made a couple of new suffixes) so might not be the same as it was originally

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it's in the imageToPaa folder in your tools directory

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texconvert.cfg I think it's called

coarse scaffold
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ok checking

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This is what is says:

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class TexRGBA8888
{
name = "_8888.";
format = "ARGB1555";
dynRange = 1;
};

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and I cant find a class that would make conversion to ARGB8888

olive current
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try just changing format = "ARGB1555" to format = "ARGB8888" in the existing class

coarse scaffold
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ok will do

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now it changes to ARGB 4444 XD

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also , which format is the best for alpha channel?

unreal magnet
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Dxt5

coarse scaffold
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Ok

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Thank you

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All of you

odd crane
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What's the difference between all these _8888, 4444 xd, 1555 .etc?

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I know the difference between _co and _ca, but that's where my understanding ends

severe rune
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Number of bits in the channel. 8 bits == 256 levels, 4 bits == 16, 1 bit == 1

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the more bits the more granularity but the bigger the filesize

unreal magnet
odd crane
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DXT4 and DXT5 (collectively also known as Block Compression 3 or BC3) converts 16 input pixels into 128 bits of output, consisting of 64 bits of alpha channel data (two 8 bit alpha values and a 4x4 3 bit lookup table) followed by 64 bits of color data (encoded the same way as DXT1). I understand half of this...I wonder if that makes me smart...or dumb.

unreal magnet
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smart 😛

dry quartz
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Hey! What is the diffference between AS and ADS texture? (For use with super shader)

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@frozen blade @dense peak told me to poke you 😉

severe rune
odd crane
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I think the ADS is for when the object is beyond the shadow draw distance, in which case it shows the extra channel?

dry quartz
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@severe rune Thanks! So ads.g forces direct shadows when the engine no longer draws them. Basically, if I want to use this I'd bake a map of direct lighting top down of my asset (a building). now my question is: is it worth investing time in that seeing as nothing else inside the building will be in shadow at far distances?

dense peak
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Ey

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What software are y'all using for texturing?

severe rune
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Substance Painter

spark valley
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Gimp

unreal magnet
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Paint

somber pier
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Paint 3D

dry quartz
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can anyone confirm..
Does AO texture used in Super shader occlude specular lighting?

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(including cubemaps)

arctic panther
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Anybody Know if its possible to retexture Nikos Clothing (formal) ? :I

prime olive
#

Hey is this the right area to ask about glass rvmats for my vehicle I'm creating?

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@soft rivet only with mods pretty sure. I might be wrong though. I just know that you can't retexture it via a script in the mission file.

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disregard what I said about glass rvmats, I managed to fix my problem

brazen iron
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@soft rivet8418 nope, I tried it with a config and it didn't work

mellow zinc
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Any ideas, or am i missing a step?

nocturne lake
#

aspect ratio of the modeloptics .p3d file

mellow zinc
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4x3 trying now

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well fuck me thanks @da12thMonkey#2096

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@nocturne lake

coarse scaffold
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hmm, does the DXT5 has resolution limit? Cant I make 8192x8192?

full quarry
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arma has limits

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up to 4k

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afaik

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what would you need in 8k?

coarse scaffold
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map texture in HUD

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4k is little small

full quarry
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what kind of map texture?

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the gps/minimaps use tha same map as the one behind M

coarse scaffold
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to be used in the cockpit of jet

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I know, but these are vector textures I think

full quarry
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what kind of resolution you play in if 4k is not enough?

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anyway could you not use the game map?

coarse scaffold
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that isnt the case. The altis map is huge, and when you export it from the game it is at 23900x23900 pixels. I want it to be part of the MFD , like in the SU33 mod, and I want it to be zoomable, but with 4k res it looks bad

full quarry
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no no

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oh wait

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yeah the dialog probably wont work

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but yeah your limited to 4k

coarse scaffold
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Ok then, I'll checl what it looks like at 4k, if bad, I will split map into 4 4k textures

full quarry
#

as far as I know anyway

coarse scaffold
#

check*

full quarry
#

that could wok

coarse scaffold
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thank you for clarification 😉

full quarry
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you sure the SU mod has it as texture ?

coarse scaffold
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yes, I depbo the file and there are texture for maps

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besides, there is no other way at the moment anyway

full quarry
#

I wonder if you could read the actual satellite textures the map loads

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up close at least

coarse scaffold
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that would be cool :/ devs should release also the possibility to include sensors in the MFD, becouse now , there is no possibility like that

full quarry
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just to clarify

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is the mfd in question part of the model?

coarse scaffold
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partially, most of that is made using memory points and class MFD in config-you can do reallygreat things with that. But some parts are made using model.cfg , animating and textures. I have no Idea at the moment on how to implement the map in the model.cfg, but I know how to do that in class MFD, so that is what I am doing

full quarry
#

yeah that stuff goes a bit beyond normal arma features

silver gull
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some peeple say that 4k looks very bad quickly (worse than 2k) in certain circumstances. Haven't seen it myself though, but i rarely use 4k.

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that said, the recent oprep said the van in lawDLC also uses 4k... whatever that means.

full quarry
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4k mipmapped faster

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because its resource hog if i've understood correctly

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could be different now

nova hatch
#

I think I asked this awhile back but I forget what was said. Anyone know any good project settings + export for substance or rvmat settings for good metal in arma?

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Currently used PBR glossy and it comes out a bit whitewashed and doesn't look that good in Arma

full quarry
#

PBR to Arma will probably never look as good. Hope someone has a solution for you.

nova hatch
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Im not stuck to PBR- just a method to make metal look good

rare lake
#

I'm planning on switching from photoshop to gimp, has anyone done that here who could share some tips on how to do PSB conversion to gimp readable stuff?
googled a bit and gimp can open PSD files, not sure if I hit some limits as most of my psb's are those huge terrain satellite images above 20480 x 20480 resolution with several layers. hmm hmm.

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maybe I need to use photoshop to save psb into psd, even as one layer at the time as there is 2gb file size restriction, then just use gimp to open that psd.

unreal magnet
#

Get Affinity if you want to switch

rare lake
#

what is Affinity?

severe rune
rare lake
#

so if I want to switch into gimp, I should get affinity. what am I missing there (dead tired so must be missing something obvious)? 😮

somber pier
#

Jesus affinity looks fuckin wild

shut sparrow
#

why would you want to leave photoshop ?

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the selection feature with the bear looks awsome tho

full quarry
#

Photoshop may be tad expensive if you use it only for a hobby.

unreal magnet
#

@rare lake Its basically a full photoshop clone with a single-purchase price

nova hatch
#

Thats a tempting price

acoustic dove
#

there is also a free Photoshop btw

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old version but hey

dense peak
#

@shut sparrow that looks indeed incredible, would be awesome for foliage texture creation

silver gull
#

its not free legaly ... its just that nothing stops you from getting it free technically

cursive zealot
#

Pretty sure all the versions before cc are technically free

cursive zealot
#

Well okay then, i am "pretty sure not"

acoustic dove
#

Trials are free for 30 days but you can get a free adobe cs2

rare lake
#

Redphoenix: @Snake Man Its basically a full photoshop clone with a single-purchase price
again, if I want to switch into gimp... how would completely different software help, makes no sense. anyways.

unreal magnet
#

Because it can open any PS file without problems

rare lake
#

zgmrvn: why would you want to leave photoshop ?
I hate the commercial sofware with idiotic registry crap, always makes me mad when have to install new version (especially the online CC stuff). gimp as open source and free software rocks. so far what I've tested gimp, it can do everything I need to do arma3 editing wise so it looks I'm sticking with it.

dull junco
#

Does anyone know what dimensions leaflets are? I want to make an image that fits on leaflets and on info stands, but not sure what the correct dimensions are

warm stag
#

You can also check out Krita (open source/cross platform), it's pretty good but more focused on painting than image manipulation

severe rune
dull junco
#

@severe rune Yeah I saw that, just not sure what exactly the size is of the actual image part, but I guess I could find that out in photoshop

severe rune
#

click the example image in wiki

#

right below the image it tells you the size

dull junco
#

I only see the preview and the original size which is 1024 x 1024. I can see its that size but I want to know the boundaries of what I should actually edit. As for example if you go to the previews the whole image is 1024 x 1024 but the main part of it is smaller

shut sparrow
#
class CfgLeaflets
{
    class West // Configuration for 1Rnd_Leaflets_West_F
    {
        model = "myLeaflet.p3d"; // In-flight model. Optional; When undefined, generic white leaflet is used
    }
};
#

that means we could make it drop bananas 🍌

#

@dull junco uses thoses images as a basis, the texture size must be a power of 2 anyway

nocturne lake
#

they did say on the forums somewhere, what size the UV is. I'll check if I can find it

dull junco
#

perfect cheers guys for the info

severe rune
#

Is there a list somewhere which RVMat stage is what? I know Stage1 is Normal and up to stage 7..
Stage8 is emissive... 9 is macro 11 is masked normal...
Okey I can make a list myself now...
But does such a list already exist? manually going through the shaders is so much work..

#

As far as I can see uvSource worldPos is not documented. Did anyone try that out?

full quarry
#

which shader?

severe rune
#

Super.. I guess

dense peak
#

worldPos seems to not work in A3

#

only in the terrain shader

#

would be awesome in super

#

and Dedmen there are so many old shaders that are not even worth to pull up anymore

full quarry
dense peak
#

there is probably super, multi and the few diffrent veg shaders but thats pertty much about it

#

a few exceptions will use something else

severe rune
#

That wiki page is missing emissive :u

full quarry
#

maybe it does not have it

#

where did you found the stage 8+?

severe rune
#

SuperExt is a different one?

full quarry
#

yes

severe rune
#

stage8+ is probably multi
Emissive is SuperExt only then

full quarry
#

I think so

dense peak
#

that is from TKOH iirc

full quarry
#

ah

#

sounded familiar

#

that was it

dense peak
#

penny discovered that recently

#

oh ok

#

maybe it was known, i only heard of it a few days ago

severe rune
#

There are atleast 60 different shaders

dense peak
#

if its a long name, forget it 😄

#

are you looking at what the engine takes or at the wiki?

severe rune
#

engine

#

I think I understand now.. All this stuff is new to me

dense peak
#

if you stumble over any worldPos uvSource info i'd be glad to test it out 😛

severe rune
#

I was only blindly running around in shader land not know what's what. But now I see that stage8 is only used in SuperExt

dense peak
#

could you add own shaders to the engine there btw?

severe rune
#

ugh

#

as far as I can see.. theoretically yes.. The engine will compile textures from a hardcoded directory if a special flag is set

#

nooot easy

#

If only terrain supports worldPos.. Can't you put terrain shaded texture on any object and use worldPos there?

dense peak
#

that crashes the game

severe rune
#

oh.. ez

dense peak
#

i'd love to be able to have parallax on objects to fake terrain 😛

#

would stuff like this make much better blending, together with matching UVs from worldPos 😉

severe rune
#

Caustics and TerrainBody use worldPos

#

Will go to bed... I hope emissive on my scope will work :x

dense peak
#

terrain body is probably the heightmap of the terrain as mesh

#

not sure what to think of caustics

#

seems to be related to water

candid frost
#

Has anyone got the Config and texture for the new laws of war reflective jacket

full quarry
#

likely not since its EBOd

#

config you can get from the ingame config viewer

#

and there is a template request thread on the forums I think

candid frost
#

got a link to the template request?

full quarry
#

nope

#

just remember seeing one

severe rune
#

@candid frost I have it. But I don't like people who copy paste the same message in multiple channels

candid frost
#

I wanted the Config and the texture so I put it in the config and texture channel??

arctic panther
#

Would anyone know the answer to why i cannot open textures/images in texview via drag and drop?

plucky olive
#

can you open the image by goign to file > open > image?

severe rune
#

GG discord 😄

plucky olive
#

lol

#

I think its tagged the wrong guy lol

severe rune
#

jup.

plucky olive
#

welp who-ever that jack is I do apologise lol

quasi gulch
#

Anyone know any good tutorials for TI textures?

#

Specifically for vehicles?

quasi gulch
#

Something a bit more indepth?

full quarry
#

what do you mean?

quasi gulch
#

Just something that goes into more detail regarding TI maps, e.g. making them, saving them, all that.

full quarry
#

Ah, dont know if there is any. That page explains what they consist of.

arctic panther
#

@plucky olive Yes, i can open via file > open > etc, just cant drag and drop :I

shut sparrow
#

@buoyant quest what model do you need a TI for ? clothes ?

sage maple
#

does anyone have the texture file for the F18 Blackwasp and the F18 BlackWasp Stealth?

nocturne lake
#

there are .psd files available in the Arma 3 Samples on Steam

sage maple
#

are you able to link me them

nocturne lake
dense peak
#

anyone know why i often get 'error loading file' when trying to open .paa files extracted from a .pbo with texview 2?

dense peak
#

nvm

late canyon
#

I made a custom vehicle texture, adding a group logo. Looks sharp, saved at 32 bit, converted to paa and tested - in game, it's cripplingly low resolution, but otherwise sits fine.

It WAS an older texture for the vehicle that I piggy-backed on, so I'm looking into the samples as linked just prior, but any thoughts or opinions would be appreciated.

Edit: Nevermind, apparently my moderate-high video settings were just too low o_0

stiff mountain
#

Ive heard gimp and Photoshop are good for texturing, anyone have other recommendations?

severe rune
#

SubstancePainter :3

full quarry
#

3D Coat

nova hatch
#

Ms paint

shut sparrow
#

Quixel DDO

frozen blade
#

lol quixel

naive elk
#

Hello, could anyone help me find the textures for the airfield in Altis?

#

I located on the forums for where they apparently are

#
rw.paa - runway piece
rw1.paa - taxiway piece
rw2.paa - taxiway piece
rw3.paa - taxiway piece
rw4.paa - taxiway piece
rw5.paa - taxiway piece
rwb.paa - runway,approach end
rwe.paa - runway, other end
rwn.paa - runway piece, taxiway join
rwr.paa - runway piece
These can be found in the Eden.pbo and also Abel.pbo.
However rw.paa is not present in Abel.pbo.
There is a problem with using either rw.paa or rwr.paa, I can't remember which one works fine and which one has problems.
If you have problems using one, change it for the other, as they look exactly the same.
Planck
#

However, I looked within 3den.pbo and was unable to locate them.

#

Am I looking in the incorrect place?

#

If anyone knows, please @ me as I have to go out and take care of some things. Cheers to anyone who reads and wants to help.

vagrant lake
#

Hey Guys i have a problem with my windows, https://i.imgur.com/GqePxqq.jpg like you see there is some texture problem, the white stuff should be the dirt, i use Substance painter to get it textured, does anyone know how to fix it ?

distant rose
#

Airfield textures be in roads_f pbos, since they are roads.

paper night
#

is there a way of making a texture only appear in NV?

#

or for a better word, illuminate, like an IR patch

severe rune
#

@Frostie#2154 Looks like your diffuse is white?

dry quartz
shut sparrow
#

👍

odd crane
#

Can someone break down what the adshq map does?

odd crane
#

nevermind, found my answer

frozen blade
#

same thing ADS map does

open ember
#

@dry quartz i found a GIMP plugin that is supposed to allow for PS plugins. It is called GIMP PhotoShop Plug-In (PSPI). Any chance yours would work in it? Thanks.

dry quartz
#

@open ember Mine is not a plugin, just a script. you can send a link if you want but I doubt it's related to scripts too.

open ember
dry quartz
#

@open ember yeah that wouldn't work. sorry

odd crane
#

@frozen blade to be honest I'm not too sure I know what ads does. I understand it's suppose to show when you're too far away for the normal shadows to render.

#

Can I use _NOPX with a normal supershader or multi material shader?

shut sparrow
#

.nopx are for terrain textures (surfaces) only

#

afaik

full quarry
#

👆 correct

open ember
#

@dry quartz thanks for looking into that.

dry quartz
#

@odd crane ADS/ADSHQ texture contains Ambient Occlusion data in the blue channel and (forced) Diffuse Shadow in the green channel. It's like you say, when the shadows aren't rendered (because they are too far away or it's overcast) the forced diffuse shadows will kick in. It's quite a flawed idea in my opinion. AO however is used at all times except when in direct lighting. That's why it's called ambient (lighting) occlusion. It also occludes specular highlights (I believe). if you're only using AO and don't feel you need the high quality compression you might as well save as _AS. It's always best to skip adding data to any channels the shader won't read (for best possible compression). ADS doesn't use red channel and iirc AS doesn't use red or green.

odd crane
#

I'm sort of forced to use ads/adshq for a ship I'm making. When the player is a good distance away from the ship the shadows stop rendering and it looks funky without the additional ambient occlusion of ads.

dry quartz
#

alright! the reason I think it's a flawed idea is because in a building, for example, you have to assume that the whole interior isn't lit at all (because you don't know the direction of the light). So based on that you should fill all interiors with 0. when you then put a character or vehicle or whatever in the unlit room they will stick out a lot like bright angels in the room. so in my opinion it's better to not use it and let the lighting look dull but balanced.

odd crane
#

I know, the lighting sucks....my ship doesn't have lights on the inside and it's suppose to be dark but it doesn't look dark. I think making all my other assets dark might kind of balance it out...i hope 😧

dry quartz
#

@odd crane isnt baking AO enough?

odd crane
#

darker colors

#

it's weird, you'd have to see it

#

one thing I can't stand is when shadows, lighting and colors of different objects don't match up

frozen blade
#

sorry tim i thought you knew what ads does

#

indeed @dry quartz response is on money

#

it is used to fake shadows at distance

#

weird implementation

#

for reasons mentioned (units in buildings)

odd crane
#

Yea, I almost can't wait for enfusion but I'm sure it has its own set of weird implementation

#

My _ca texture isn't receiving shadows at all. Any idea why?

full quarry
#

possibly "noZwrite" flag?

odd crane
#

without it though I can't see the water through my windows. Any idea?

#

Should I try something else besides "noZwrite"?

full quarry
#

is that for a cargo view window?

odd crane
#

Not really. It's for my ship. You can walk around on the inside and look outside through windows

full quarry
#

ah

#

To make sure you have sorted the glass meshes on top yes?

odd crane
#

yes

full quarry
#

there are other alpha related flags but not sure what would work in your situation. You can see water through plane canopy and such so I would look what their rvmats have

odd crane
#

the two windows on the right have my glassparts rvmat. Though everything else is cast in shadows the two windows on the right aren't because the specular shine is showing. The third window from the right has no .rvmat, but the water isn't showing.

odd crane
#

It's looking like the solution to my problem isn't going to be the .rvmat 😦

nocturne lake
#

_ca (dxt5) doesn't receive shadows unfortunately

dry quartz
#

it has nothing to do with texture format. perhaps the glass shader performs transparent lighting while super doesn't

#

I'd just take some vanilla building or vehicle and place in the editor to see if the glass can recieve shadows

#

workaround for you @Tim#5638 would be to reduce specular intensity for interior glass. if you want to go extra crazy also render an environment map of the interiors and put on the interior glass 😉

nocturne lake
#

pretty sure there's still no shadow on _ca for glass either. You don't see any physical shadow gradient on the dirt opacity in the same way you see it on the frame in windows like these https://i.imgur.com/dk9Gbci.png

#

there may be tricks with the _as and specular array to darken the window as a whole when in shadow

dense peak
#

other shaders support shadow on _ca pretty sure, it might just be the glass one as tjocke said

nocturne lake
#

grass seems to support it aye

acoustic dove
#

well trees also are full of _CA

nocturne lake
#

they have different model properties and shaders though

#

I don't think I've seen a solution to it on vehicles

#

IIRC the ghillies in Marksmen had to have their alpha bit-depth changed to stop them glowing in shade

dense peak
#

ghillies are advTree shader

#

and yes grass also supports shadows

#

so do roads which are NormalMapSpecularMap

dry quartz
#

CA only means the texture's alpha has 8 bit depth, not that the shader is transparent. rendering transparency is very expensive and that's probably the reason BIS choose not to include shadow sampling. It's not uncommon that games doesn't even sample lighting in the transparent pass.
Trees and grass shaders reads an 8 bit alpha from the texture but only to know where to discard and, if ATOC is enabled, with what alpha intervals atoc should be applied

odd crane
silver gull
#

if you use dedicated envi map/rvmat for the bell/brass already you can also tint the specular color in the rvmat (iirc) to make it look more like metal reflection, instead of plastic

odd crane
#

I used the preset ones from that .rvmat template wiki page. I can tweak it later though. Brass wouldn't have been this clean on a ship.

silver gull
#

normally that would be the way to do it. Normally you would have to make do with the white reflection, as we have to use greyscale specular (with adjustable tint however). Every different metal would need different specular reflection color- > every metal a different rvmat -> nope. But since you are already using a seperate rvmat for your brass then you have the 'unique opportunity' to tint it specifically for brass.

odd crane
#

Yea, I'm definitely going to play with it more. I gotta say this ship with multi material shaders, using NURBs, path deform, two UV channels in max, chamfering edges and all has been a unique learning experience

rare lake
#

aayeah just finished converting all photoshop PSB and PSD files into gimp XCF format 😃

#

time to uninstall photoshop cs6

shut sparrow
#

😭

rare lake
#

tears of joy

silver gull
#

good on you man! Our marketing 'lady' at the office "snobbed" out today when people said gimp was totally sufficient for what she does...

full quarry
#

its all about knowing how to use your tools

ember dagger
#

what does everyone here texture with

nocturne lake
#

photoshop

ember dagger
#

okay

#

ndo?

#

or just raw.

frozen blade
#

substance painter

#
  • photoshop for small corrections
#

quixel suite is waaaay behind sub painter these days

#

been years since there were any real features added to it, it seems all focus now is megascans

ember dagger
#

yeh i also preffer substance

#

do you guys make uniforms?

nocturne lake
#

Regardless of whether you use Quixel or Substance though, you really need to know how to to make diffuse from what you are given by those programs

ember dagger
#

anyhow. for folds..how.do you guys do it. im getting decent at it but my highpoly could be better

#

(i know the basics very well)

nocturne lake
#

bake ao and curvature from the HP (or convert from the normal map)

#

overlay that on the _co

#

Quixel has a "texture base" smart material that does that from input maps. Not sure about SP but I'm sure there are ways of doing it

ember dagger
nocturne lake
#

that's more of a modelling question. People nowadays use sculpting software to do it

#

or generate the cloth with simulation like Marvelous Designer

#

but the old school method would be on the LP, painting them in or using photo sources to generate a heightmap for the normal map

ember dagger
#

mmm. i use Zbrush. how easy is marvelous to learn?

nocturne lake
#

depends how much you know about tailoring 😄

#

I gave it a go. And the basics of it are pretty simple

#

but I didn't like how what I made, was looking

#

need a decent model to apply the cloth to I think. Default arma T-pose one isn't the most dynamic for generating folds

#

I saw someone make one with more... anatomy, to get better folds in the pants

frozen blade
ember dagger
#

tnx

#

a

odd crane
#

substance painter looks great, but it only seems accessible to people who want to spend that much money on the subscription or for people already in the industry

#

Is there a flat cost option to substance painter?

stray relic
#

Yes Tim, you can make a 1-off purchase.

odd crane
#

oh, didn't see that part. oops. $149 isn't bad. I may have to get that along with zbrush

nova hatch
#

or if you are a student

nocturne lake
#

lol, enjoy zBrush

odd crane
#

Oh i'm sure I'll hate zbrush...but I hate mudbox even more.

#

Just thinking about mudbox makes me want to chunk my computer out the window but my co-workers will probably think I'm nuts.

nocturne prairie
#

Guys, my rvmat works good. But since today doesn´t work. My another rvmats from last month have the same problem. In Bulldoozer look good but ingame is my Texture black. I Dont know why...

EDIT: When i remove the RVMAT, the Texture works...
PBOProject give me no errors

diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,1};
specularPower = 100;
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";

class Stage1
{
texture="ca\structures\Data\Dirt\ground_01_nohq.paa";
   uvSource = "tex";
   class uvTransform
   {
       aside[] = {1.0,0.0,0.0};
       up[] = {0.0,1.0,0.0};
       dir[] = {0.0,0.0,0.0};
       pos[] = {0.0,0.0,0.0};
   };
};
class Stage2
{
   texture = "#(argb,8,8,3)color(0,0,1,1,SMDI)";
   uvSource = "tex";
   class uvTransform
   {
       aside[] = {1.0,0.0,0.0};
       up[] = {0.0,1.0,0.0};
       dir[] = {0.0,0.0,0.0};
       pos[] = {0.0,0.0,0.0};
   };
};```
unreal magnet
#

you missing all the other stages

nocturne prairie
#

i dont need the other stages... i use a another rvmat in my building and this works 100%.

#

PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";

is only for 2 stages

nocturne lake
#

do you have ca\structures\Data\Dirt\ground_01_nohq.paa unpacked on your P:\ drive?

nocturne prairie
#

yes. this works beautiful in bulldoozer, but not in arma... i dont know why... I tested it with copy from original folder in my folder and dont work too...

i change the stages and so in :
PixelShaderID="Super";
VertexShaderID="Super";

i dont have problems with them.. im confused.. rly

i had the problem instantly..

crimson brook
white cargo
#

will I get mipmap issues if I make a 4096x2048px texture?

unreal magnet
#

should not now

white cargo
#

oh?

#

something new in the engine?

acoustic dove
#

4k maps now properly work in arma?

frozen blade
#

yeah ^ since laws of war DLC (it is in the changelogs)

#

@nocturne prairie no idea, just a weird quesiton here: why do you use that pixel and vertex shader

#

?

#

did you try changing these to something else and test it?

#

usually if it is black it means it doesn't find that .paa when packing

acoustic dove
#

@frozen blade well why that change was done just by the latest dlc? was there something that needed 4k texture?

nocturne lake
#

Jets DLC stuff has 4k textures, and one of the REPs seemed to suggest the ambulance interior in LoW is 4k

acoustic dove
#

can you show me the change log that mentions it?

frozen blade
#

@acoustic dove bah, don't be a lazy bum and do a search 😃

acoustic dove
#

well looking at the spotrep of LoW and i dont see it

frozen blade
#

i think there was some optimization in terms of how 4k tex are handled in memory

#

might be after LOW was released, or just before it...

nocturne lake
#

https://dev.arma3.com/post/oprep-idap Aside from the model and functionality, one new technical improvement with the van was the possibility to use 4096x4096 pixel resolution textures. This is great because it meant we could increase the level of detail of small objects in the interior.

acoustic dove
#

ok , that sounds good

nocturne lake
#

as Pufu says, I think it's changes to memory management so they don't mip down to absolute shite

acoustic dove
#

great , thats what it needed , since 4k worked fine just the mip went to crap

white cargo
#

this is awesome news as I'm creating a large airbase

nocturne prairie
#

@frozen blade Arma like. Arma use it for metal textures
But is ok. I changed it. Work know...

frozen blade
#

use it for what metal textures?

brittle cosmos
acoustic dove
#

I wonder in old engine like A3 , still it is better to have like 3or4 - 2K maps or just 1 - 4K map?

dry otter
#

1x 4K I guess to keep the section count to 1

severe rune
#

UV Mapping is done on GPU anyway. All the engine really does is load the texture into Ram and shove it off to VRAM.
So you should ask your GPU if it prefers one 4K or multiple 2K's.
I don't think your GPU cares much.
I guess engine creates the Mip maps though.. But I don't think that matters

unreal magnet
#

Of course it does.

#

Now its better to use 1x 4k instead of 4x2k

dense peak
#

^ drawcalls being the factor

severe rune
#

Engine probably calculates the mipmaps once if enough VRAM is available. If the engine even does it.. I could imagine modern GPU's could do that on the GPU.

dense peak
#

afaik mipmaps are saved in the paa

#

generated during binarisation or so

#

based on the suffix it uses diffrent compression methods

unreal magnet
#

paa does it

#

or rather whatever is used to converted to paa

severe rune
#

Well.. Then it is really only load texture and shove it into VRAM.
drawcalls should stay the same as long as your textures don't have different shaders. Even then I don't know.. I imagine you just tell GPU to draw your model and it then takes care of applying textures and shaders

dense peak
#

i think each material set is a new drawcall, therefore 4x2k maps will be 4 drawcalls, 1x4k will be 1 drawcall

acoustic dove
#

if you have modern GPU , like 1070 then that shouldn't be problem anymore

severe rune
#

less is always better. smaller textures, fewer textures, lower poly models.

#

In your case 4x2k vs 1x1k you have the same texture size in the end

dense peak
#

that should be the beauty of it, same ammount of pixels available, less drawcalls

acoustic dove
#

i always wanted to use 4k textures but that mip map issues forced me to use 2k maps

#

so this way i can do more details and less maps

nocturne prairie
#

Make a atlas map and its better as 2x 2k..
You can make more as that. You can merge the maps for a bigger map. You reduce the drawcalls

frozen blade
#

@dense peak yes, correct. 😄 4k ftw, fuck the potato pc players

nocturne prairie
#

4k is no problem.. 8k is problem^^

acoustic dove
#

games only to start using 4k , even thats thanks to consoles lol

silver gull
#

i seriously doubt that...

distant rose
#

I been baking out to 4k for a while now, I dont see why my own content should suffer because someone with a pc from 19oatcake cant use it. besides it makes reiteration a lot easier not having to rebake textures down to 2k.

dry otter
#

☝ agree

#

yet it makes addons quite big 😄

#

like imagine RHS going full 4k

#

you ded buy more HDDs :p

distant rose
#

i think they have been for a while too

#

@frozen blade would likely know more 😉

frozen blade
#

@dry otter some content is already 4K, especially newer stuff

#

older was baked down to 2k...i might update my own content if i ever have spare time and mood for that shit

dry otter
#

yeah takes a while to update everything, I did notice, so did we in IFA3 with a few 4k textures in some cases

#

I'm still split between disk space and very high quality that I don't know if the engine will mipmap correctly resulting in somewhat altered performances

#

it would need a serious benchmark

rare lake
#

its a huge mindset adjustment. my previous holiday videos in 1080p file size was no brainer, but latest in 4k are 150 gigabytes, that was sort of shock. but hey be careful what you ask for, you want 4k then deal with the file sizes 😃

frozen blade
#

@dry otter again, yeah 4k will take a bit more vram over 2k

#

that said, for shit that used to use 2-3x 2k tex

#

a single 4k texture is a lot better in terms of draw calls (and yes, it is 4x2k res)

dry otter
#

👍

dry quartz
#

4k streams slowly. Use with caution. Industry standard is still 2k for that reason.

warm stag
#

source?

dry quartz
#

There's no readable "source" as far as I know - this comes from experience. But you can ask anyone else in the industry and you'd get the same answer. Target platforms are consoles however but in terms of streaming 4k textures even a mid/high end PC is slow

warm stag
#

I'm skeptical that resolution makes a significant difference (other than total size in memory), otherwise things like megatextures wouldn't work, and they've been around for a good while now

acoustic dove
#

now consoles are getting 4k assets so the excuse to use just 2k isnt valid anymore

dry quartz
#

It's not that 4k doesn't work, it's just slow to move it into memory. And in certain cases it's a valid option but when the engine requests a stream of many 64 mb textures at once you can experience poor mipmapping performance and/or stuttering

frozen blade
#

@dry quartz ideally 4K should be loaded using mip-maps upwards

#

also, afaik, it is easier to buffer a single 4k texture into memory

#

than 4x4k textures

#

easier = faster

#

same goes for accesing the data

#

hence why atlas textures has been used for quite a bit of time now

#

sure, no one here said: fuck it, just use 4k textures when these are not needed

dry quartz
#

@frozen blade Mipmap upwards? What do you mean by that? It's not fast jumping the Mipmap pyramid of a 4k texture and that's the main problem with them.

frozen blade
#

especially with a product such as arma that is really poor at buffering things since the engine is built around continous streaming data from disk

#

@dry quartz are we talking about arma, or are we talking in general?

#

in general, when loading texture data, in order to skip the "blank = no texture" display

dry quartz
#

In general. I assume arma streams textures in a similar fashion as other engines.

frozen blade
#

for a 4k texture that has 2k, 1k, 512 and 256 mipmaps

#

it is gonna load it 256 -> 4096, correct?

dry quartz
#

Right

frozen blade
#

arma is different here, since afaik the engine needs to buffer it first

#

then send it to vram and do the 256>4096 thinghy

#

i have yet to see any other engine that constantly uses the disk when running

#

not to the extent RV does

#

but despite this quirk

#

it is always better to have the least amount of draw calls, not matter of what engine we are talking about

#

so for stuff that used to be 3x2k, now you can merge (or well, do it) directly o a single 4k sheet

#

also, afaik, the texture resolution is linked to user settings

dry quartz
#

Yes ok! I wouldn't know. All engines buffers but RV might do it more which could be the result of either too many textures in the world or poor memory handling

frozen blade
#

i'd say poor memory handling

#

back in the OFP days

#

HDD had more space than needed, memory was about 256-512mbs irc

#

not sure how much that changed

#

case of point, use 4k textures when you have to 😃

dry quartz
#

Sure :)

frozen blade
#

i did test it after laws DLC, indeed the 4k textures are a lot more "stable"

#

and less prone to mip-mapping

#

also, when they do mip-map, they don't look monkey ass like they used to

dry quartz
#

Alright!

frozen blade
#

otherwise RH is right, you will get to see more 4K content, due to 4K resolution getting more mainstream

#

and GFX cards pushing their memory size and access

dry quartz
#

Yes but the big jump will come with next gen consoles

earnest plaza
#

my fans told me that BIS had upped the Ante before anythig else , whatever implemation has been forced upon the old RV it is certainly labouring as a consequence

silver gull
#

@acoustic dove "4k assets" has nothing to do with having 4k texture size...

#

Star Citizen mostly uses 2K maps for example...

acoustic dove
#

is Star Citizen on Xbox one X?

#

i dont think so mate 😄

#

those "4k assets" is a term for new consoles like Xbox one X , that has 4k textures

nocturne lake
#

do they use it on everything though?

acoustic dove
#

well they probably do , because these 4k assets are like over 100 gb

#

like in the latest Forza 7

nocturne lake
#

I'd wonder though if they don't just mean it's improved tex resolution over their old standard (which probably wasn't even 2048*2048 on most console games), for the sake of how the game looks on 4k TVs

#

i.e. marketing bs

acoustic dove
#

in PS3-Xbox360 era that was the case that they didnt used 2k maps ever

#

but since then that was changed by PS4

#

and now Xbox pushes it further

#

ofc it is not everything 4k tex but for the most things , it has to be because of those sizes

distant rose
#

consoles probably refer to "doesnt look shit on 4k screen"

silver gull
#

@acoustic dove Oh so you mean because SC is not on console means it's not "4k ready" ? Forza is just cars. Track racing games are like the least complicated game types performance wise there exist, graphically. You can bet your mama that anything but the cars will not be 4k

#

I also call bullshit on "has to be 4k because size". When in a normal game does the object take the entire screen? Barely anywhere. It's the exception

#

FO4 textures for standard "next gen" consoles where 1k maps. "High res" was 2k maps for most

acoustic dove
#

@silver gull then explain those extra 100 GB 😉 , even if it was only cars 4k thats still something that consoles never had (only Xbox one X)

#

btw 4k ready means that it can run 4k resolutions thats all ,but some PC games have 4k assets already in them

frozen blade
#

afaik, rule of thumb for assets is as follows:

#

if it doesn't fit the entire 4k screen res

#

there is no need for 4k texture

#

it is 1:1 resolution to texture rule. sure if you use say a 2k map on a gun, the size you will see most of the time on screen is around 2048x1024, and in most cases that gun is like tops 50% of the screen estate

odd crane
#

Ok, I have a weird, odd bug going on with my multi-shader material that I hope you kind gents can help me with. Take a look at my wooden deck.

#

Ok, so I have my black channel, red and green set up, but for some weird reason one of my tiled textures is showing up as 1:1 in the green channel.

#

The weird black semi circle in the picture is a part of the tiled textures I'm using for my planks/wooden plugs

#

Da heck is wrong with this stuff?

#

Here is my multi material shader rvmat

frozen blade
rare lake
#

saved, thanks PuFu.

frozen blade
#

@rare lake

#

no worries

dry rapids
#

Hey guys, im new to texturing and I need some help with normal maps and smdis

#

I tried multiple times but it never seems to work

#

Can anyone run me trough it or link me an actual tutorial that works

full quarry
#

what about them do not work?

shrewd arrow
#

Hi Guys, is there a template for the new dlc overoll? Or can a developer provide us one? Just asking because i want to retexture them

full quarry
#

templates if available are in the samples as far as I know

#

there is a thread about template releases/requests on BIforums too if I recall right

shrewd arrow
#

Ok because i cant find it in the samples maybe im blind :D

full quarry
#

it may not have been released then

odd crane
#

@frozen blade Thanks! I'll try it out tonight.

frozen blade
#

@odd crane - also it might be wise to use that mask as a stage tex in one of the simpler shaders, just so you make sure it shows

#

also, due bear in mind that it needs to be in uvset1 (sorry, didn't actually look over your rvmat since the default layout is 100% unreadable for me)

#

yeah, and now that i wrote that, that is precisely where the issue stands:

{
 uvSource = "tex";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,1};
  pos[] = {0,0,0};
 };```

```class Stage4
{
    texture = "1715_frigates\textures\decks_mask.paa";
    texGen = "4";
};```
#

uvsource should tex1, i assume your MC, MASK and ADSHQ maps are also using a secondary uv set - as needed

odd crane
#

I'd have to look at my model tonight but I'm sure the MC, MASK and ADSHQ is using uvset0 and the tiled textures are using uvset1. If you look at my mc and adshq they also use texgen 4, which I suppose is "Tex" which is the uvset0 channel.

#

I think I found out what it was!

#
{
 uvSource = "tex1";
 class uvTransform
 {
  aside[] = {1,0,0};
  up[] = {0,1,0};
  dir[] = {0,0,1};
  pos[] = {0,0,0};
 };
};```
#

All my tiled textures use Tex1, which I suppose is UVset1. My MC, ADSHQ and MASK all use TexGen4, which uses "Tex" which is the UVset0

#

But if you look at TexGen7, it uses Tex and not Tex1, and my green channel dtsmdi uses TexGen7...which is wrong

#
{
    texture = "1715_data\textures\plank_deck_a_co.paa";
    texGen = "0";
};```
#

That must be it. I'll try it out tonight.

frozen blade
#

try and redo it using my template

#

is a lit easier

#

to use based on mask

#

and yes for whatever reasons

#

some stages uses same texgen

rare lake
#

hot dam lil Tim, ever heard of pastebin?

odd crane
#

lol yes. I used it previously, I was just kind of excited. It has been a problem plaguing me awhile. Why doesn't discord have a spoiler box? Whiskey Tango Foxtrot Discord?

odd crane
#

Yup, that's what it was. @frozen blade the default one is a lot easier to read though so I think I'll use that one from now on.

frozen blade
#

i can't use the unbinned version at all

odd crane
#

It is awkward to read

frozen blade
#

it is, because it is the only shader you need to know for sure what goes where, based on that mask, just like you would do with a multi-sub/object mat

#

or rather a blend

dense peak
#

Is there a place I can complain about an account re-publishing my addon on playWithSix?

#

I can't find a report button or anything..
EDIT: Never mind there is a tiny red flag icon under the image of the addon

odd crane
#

Is there an easy way to take 4 sets of objects, each with a 2048x2048 texture and combined them into one large 4096x4096 without having to manually adjust the UV maps?

dry otter
#

mmh not AFAIK

nocturne lake
#

One could probably write O2script for it though

#

I think there was a script for merging textures back in the older versions of O2

odd crane
#

I vaguely remember a texture merge feature but never gave it any thought. If 4096x4096 mipmaps correctly now I think one gaint 4096x4096 would be better than 4 2048x2048, but all my islands are so tiny it would be painful to manually do it.

full quarry
#

can you not scale each uv set 0.5 towards each corner to make them use 1/4th of uvspace each and then photoshop the textures together the same way

odd crane
#

oh wow I can do a keyboard entry instead of manually doing it. Thanks for the idea HorribleGoat!

#

So what should I do gents, keep 4 2048x2048 textures or use one big giant 4096x4096????

#

My ship will be over 300,000 polygons : [

full quarry
#

Id go for the 4k if it works now

#

I got some big vehicles that could use 4k combination too

silver gull
#

if it is the size of a building, using tiling textures might be the better option

full quarry
#

in some cases that could work better too

silver gull
#

stuff like the planks makes a lot of sense to be tiled, but when you are already at this stage it doesnt seem worth redoing it

odd crane
#

I'm using multi-material shaders for a lot of it, especially the planks. If you look at the planks, there's trennels and joints. I also have the AS and MC map. This way I'm able to have high resolution textures for the planks, trennels and joints in the right locations while at the same time not having to use multiple 4096x4096 textures

#

It's also difficult to tell it's tiling...atleast I hope

full quarry
#

looks great!

noble cosmos
#

Question for all you texture veterans! I am retexturing a vehicle. The texture only has the left side of the vehicle, which is then flipped and applied to the right side of the vehicle..

I added a decal to the texture, but when it flips it to the right side, the decal is backwards... any clue how to go about fixing that?

Fairly new to textures, and haven't run into this before.

full quarry
#

if its on the texture and same area of texture applies to both sides then its a no go

#

what vehicle is it?

noble cosmos
#

A train from the ATS mod

full quarry
#

and you painted something on your new texture and it mirrors it to the other side

noble cosmos
#

Correct

full quarry
#

it works as it should unfortunately so you cant do anything about that

noble cosmos
#

Okay, I'll find a different spot for the decal then. Thank you!

frigid escarp
#

one suspicion voiced was its due to rvmat/material parameters or m[c]o texture

#

while most vegetation had a complete white 4x4 mco texture, these had a grey one - however replacing those, didnt help

#

with the rvmat one suggestion was it could be related to diffuse or forcedDiffuse - the values dont seem to be out of the ordinary though

#

any ideas guys?

lyric dagger
#

@frigid escarp There is another texture file that adds tints, I think its called _mc or something. It looks kinda weird as it has multiple same shapes with slightly different hues

#

I think that is the thing that adds the green color, desaturate it and it should be fine

#

I also noticed that the not working bush has emmsive color

frozen blade
#

^^

#

not sure what MCO/MCA tex are tbh, seems treeadv shades uses MCO/MCA while the tree shader uses MC procedural texture

lyric dagger
#

Just copy all of the settings between "ambient" and "specularPower" from a working bush as well as look at the _MC textures

frigid escarp
#

well there are all the references from one of them:

P:\WW2\Objects_m\Vegetation\IF_BushesWinter_m\ww2_b_corylus_w.p3d
ww2\objects_r\vegetation\if_bushes_r\b_corylus_4.rvmat
ww2\objects_r\vegetation\if_bushes_r\b_corylus_1.rvmat
ww2\objects_r\vegetation\if_bushes_r\corylus_avellana_bark_co_1lod_trunk.rvmat
ww2\objects_t\vegetation\if_bushes_t\b_corylus_4_no.paa
ww2\objects_t\vegetation\if_bushes_t\b_corylus_1_no.paa
ww2\objects_t\vegetation\if_bushes_t\corylus_avellana_bark_no.paa
ww2\objects_t\vegetation\if_bushes_t\b_corylus2s_1_000lod_trunk_mco.paa
ww2\objects_t\vegetation\if_busheswinter_t\b_corylus_0_shadow_w_can.paa
ww2\objects_t\vegetation\if_busheswinter_t\b_corylus_4_w_can.paa
ww2\objects_t\vegetation\if_busheswinter_t\b_corylus_1b_w_can.paa
ww2\objects_t\vegetation\if_busheswinter_t\corylus_avellana_bark_w_co.paa
ww2\objects_t\vegetation\if_busheswinter_t\b_corylus_1_w_can.paa```
#

so no mc texture assigned. there is only in the rvmat the procedural one:

#
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA)";
    uvSource="tex1";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};```
nocturne lake
#

the rgb values in the diffuse[] on those "bad" ones, definitely have a green tint

frigid escarp
#

@da12thMonkey#2096 ok thanks. would be 0,0,0,0 be the way to go for Winter reskin, or should just the diffuse effect be reduced?

nocturne lake
#

that'll make it black

#

I'd say you want all values the same like that though

#

as in the "working" versions

#

so that the diffuse lighting is greyscale and takes colour directly from the diffuse texture without additional tint

frigid escarp
#

ok cheers. will give it a try

dense peak
#

@frigid escarp are you rebinarizing those p3ds or not?

frigid escarp
#

@dense peak so far i did not, but i would for rvmat changes obviously

dense peak
#

👍 had a similar issue recently where rvmat values baked into the p3d were the issue

frigid escarp
#

arent all values of the arrays in the range of [0-1] for rvmat/materials?
like there is >1 like 2.x or 4.x
i would assume the engine clamps them to 1 in that case but still weird

frigid escarp
unreal magnet
#

its more like a factor of the respective channel

#

R*x,G*x,B*x,A*x

nocturne lake
#

some values like emissive, definitely go above 0-1

frigid escarp
#

how does alpha above 1 make sense?

dry otter
#

I told you yesterday, it makes no sense

ancient smelt
#

For some shaders the RVMAT parameters mean completely different things (like the refraction shader, and TreeAdv).

frozen blade
#

BIS at its best ^^

dense peak
#

@ancient smelt that sounds intresting about refraction shader, i played arround with it for quite some time but always had some weird issues... do you have any insights on what the values influence?

ancient smelt
#

I never kept any notes on refraction, Kiory made some things out of it though.

dense peak
#

i remember his thread but from what i remember it washed out into pretty much no infos given into it other than pics :S i might have to recheck

silver gull
#

alpha 2.0 means it's opaque not only for other objects but also itself - so basically a black hole. -jk

dense peak
#

😱

silver gull
#

@full quarry played around with refraction not too long ago iirc

dense peak
#

but with my test about 2-3 months ago i was able to get it to work on a VR unit

silver gull
#

VR unit, but what about it's gear? iirc that was his problem

dense peak
#

Because of I dont think the effect can be applied anymore on men or vehicles might be more detailed later in the thread but thats what i saw right now

#

i assume his issue was that the original texture suffix applied to the unit was not a ca with alpha so the faces got other properties during binarization

#

hence i got it to work on the VR unit (which originally is fully alpha)

full quarry
#

yes the original mesh needs to have alpha texture for it to work properly

lyric dagger
#

Can I add displacement textures to buildings, vehicles, weapons and such? Displacement, not normal maps.

golden niche
#

afaik nopx works only in terrain shader

severe rune
#

confirmed. I think

lyric dagger
#

btw: whats the name of the program that edits rvmats. I cannot remember the name at all

frozen blade
#

notepad?

golden niche
#

++

frigid escarp
#

the material editor from BI?

odd crane
#

Which one should I get, zbrush or substance painter 2?

nocturne lake
#

I'd say SP2 is probably less of a gamble. zBrush has a pretty steep learning curve

odd crane
#

I do both sculpting and 3d painting, both which I'm doing with mudbox right now

rare lake
#

you can paint textures in zbrush, I thought it was just a sculpting modeler tool?

odd crane
#

well...not at this point because I'm not wanting to chuck my computer out the window

nocturne lake
#

As I say, I think SP2 is probably less likely to make you want to throw things

rare lake
#

so unless I'm mistaken that question is like "Which one should I get, <random unrelated thing> or substance painter 2?" 😃

odd crane
#

Always a plus @da12thMonkey#2096

nocturne lake
#

zBrush can do some painting stuff for sure but it's primarily for sculpting the material physically in 3d and baking it on to a LP model

modest ore
#

Zbrush has vertex painting so for sculpting and texturing it's possible but not advised. I have both Zbrush and SP and since SP is rent to own it's not that bad but Zbrush is all upfront.

rare lake
#

roger, yeah I never heard anyone talk about zbrush as texture painter.

nocturne lake
#

not just vertex painting though, you can paint materials on the lp and generate bitmaps from it

#

but overall, SP2 makes more sense for this

odd crane
#

sp is rent to own? I thought it was just a flat $149 or whatever

#

Does Zbrush have a dry brush painting feature? I just recently discovered it in mudbox and it is wonderful. Brings my wrinkles in my clothing to life

nocturne lake
#

it has something called cavity mask IIRC

odd crane
#

does sp2 have something like it?

nocturne lake
#

I think so

#

again, using cavity map

rare lake
frozen blade
#

@odd crane - you can get all substance tools for 19.99$/ month, after a certan number of monthly pay you can own that

#

for texturing SP2 is waaay above zbrush

acoustic dove
#

you can texture with zbrush? O.o

warm stag
#

you can do really basic vertex painting... but no, not really

acoustic dove
#

i know zbrush basic painting but not texturing heh

frozen blade
#

^^ you end up with some diffuse texture, and you back most of other stuff down

#

yeah, texturing is an overstatement, more likely painting map

acoustic dove
#

i wonder if 3D Coat is good for that

#

heard many things about it but never used it

warm stag
#

I've only briefly tried it after hearing lots good about it, seemed good to me

#

iirc there is / was some bullshit where the creator tried to ban people using it from making certain types of things with it because of their predjudices.. i'll see if I can find a link just in case I'm thinking of something else

acoustic dove
#

you mean like the creator of the 3D Coat?

warm stag
#

yeah

rare lake
#

heh, "U CANNOT MAGE GUNZ! GUNZ! KILL PEOPLES!" 😃

acoustic dove
#

interesting

rare lake
#

no idea if true but something like that would be quite crazy indeed.

warm stag
rare lake
#

religious rant heh

warm stag
rare lake
#

hah weird indeed.

frozen blade
#

@warm stag what the actual fuck...ahhhahhha

warm stag
#

but at least they don't actually try and stop you doing whatever with it, they just ask you don't

#

(perhaps because they couldn't possibly enforce that anyway)

frozen blade
#

yeah but fuck a duck that "voice" page is mind boggling

severe rune
#

I would never use a tool made by such Idiots. Just for the fact that they are idiots.

frozen blade
#

fanatism at its best

warm stag
#

yeah same; pretty big marketing fail there

ancient smelt
#

Better stop using the web then, a lot of web stuff is being done by some pretty shockingly dogmatic people.

acoustic dove
#

" Let’s sow the kind in our life and in life of our children! " lol what

#

🤦 , well keeping the substance painter xD

frozen blade
#

@ancient smelt neah man, but if i choose with my wallet what to use, then why pay dogmatic peeps

modest ore
#

3D Coat now supports a full PBR workflow with layers, I own it, however I only use it for retopo which is where it shines. For pure texture work I recommend SP as your tool if your looking to purchase one. 12 months rent to own with 1 recommendation. Do not go through steam for your purchase but go through the Allegorithmic site itself. Also they have a Discord that has a bunch of people who will help if you have any questions.

nova hatch
#

Or if you are a student you can get a student version for a year

odd crane
#

I don't mind companies with a religious backdrop like Chick-fil-A or Hobby Lobby, but it's kind of weird to encourage customers to do something or not to do something based on the companies' religious views, whether it's a pro religious or anti religious company.

#

I hope they never get into making birth control.

#

Either way in mudbox I can make paint layers so when I inevitably make a tiny mistake it won't affect all my other work. Does SP2 have something like that?

#

@frozen blade What's included with the tools? I don't need textures.

modest ore
#

SP is a completely non-destructive workflow so yes, layers and all that jazz

rare lake
#

just checked substance painter 2 requirements, minimum of 2gb vram and I just got that heh damn. it runs but quite bad slowdowns especially when semi blindly pressing buttons (I know I know).

#

damn shame if I cant use it on my DevSurf machine, it would run fine on my Gaming machine... but as the names state, I want to keep them separate.

frozen blade
#

subscription model gets you all their tools (painter, designer, bitmap to material) + substance source

modest ore
#

I would recommend visiting the Allegorithmic website ...I believe they may have a trial version.

frozen blade
#

and yes, you have 30days trial on all products

modest ore
#

I forgot since I did the 19.95 a month about 2 years ago and the only reason I keep the sub is for major updates and the Substance Source materials available 😄

frozen blade
#

i got painter bought directly, now that i think about it, should have rent to own, these SP sources are amazing

modest ore
#

They might be running the special still that for owners you can get the sub for half price. If not they run it pretty fequently so maybe if it's something you want you can keep an eye on it 👁 😄

odd crane
#

My brother got me designer for Christmas a year ago. I haven't really used it so I think I'll pass on the tools and just get the flat SP2. As long as it does what mudbox does without any risk of making me want to use my computer for my practice golf swing I'll be fine.

merry vapor
#

Yeah I started renting it about 6 months ago, fully worth it

cursive zealot
#

So mudbox is worth keeping?

#

I have a license for it, just never used it

#

Considered installing it and see what i can learn

silver gull
#

for painting imo it is not worth it - because you can't paint multi channel (not sure if there where brand new updates that remidy that)

cursive zealot
#

So what is good for painting then?

silver gull
#

substance painter is imo the best right now

#

because procedurals >>> everything else

#

opinions may differ...

modest ore
#

Completely agree with your assesment X3KJ 😉

cursive zealot
#

Is substance painter subscription based?

modest ore
#

Ofcourse I may be a bit biased because it's what I use but the updates have been phenominal to say the least 😃

#

No it's not. You can rent to own or pay upfront in whole

cursive zealot
#

Hmmm. Has a little bit of a price tag, any student discounts?

modest ore
#

Once you are done with the 12 month rent to own you just apply for your definitive lisence and then you can choose to keep paying for the access to substance source and major updates ..you do get point releases free for 18 months after payment stop if you own it.

#

They do have a Discord as well that has a channel devoted to answering payment stuff and subscription stuff

cursive zealot
#

Sweet. I'll get myself signed up here.

modest ore
#

Awesome! Join the dark side 😛

cursive zealot
#

Hahah 😹

dense peak
#

My first attempt at putting my graffiti on buildings.

rare lake
#

vertigo1055: Speaking of hardware ...certain programs like Zbrush, Substance Painter, etc. have had reports about being finicky when it comes to more that 8 (physical) cores. Ryzen having all those tastey cores seems to be the processor with these issues. How do you guys think the Ryzen processors will do or has anyone used one with the Arma Tools?
oh dont tell me substance painter 2 is not working well on such multicore CPUs? damn, its always something hrr. well one could think that since SP2 is actively developed it would be fixed, not like ryzen is the only 8+ core CPU but seems like its (going to be) common in the near future. I was eyeballing that 12 core one to purchase when I save enough money (hence my worry about SP2).

frozen blade
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sp2 works on multicore CPUs (tested it on a 2x 12core xeon machine) , just like all proper software these days, including zbrush

full quarry
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@gray owl if you want to blend 2 or more mask textures all you need to do is blend the actual mask colors. It will however blend them by the ratio you blend the colors, so it may not be what you are after. For example I've done rocks with both tiled normalmaps and baked whole model normalmaps and blended them together

gray owl
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ok thats a good start so depending on rgb color values in mask i will get coresponding textures to show

full quarry
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👍 hopefully it works out as you want

gray owl
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"For example I've done rocks with both tiled normalmaps and baked whole model normalmaps and blended them together" this should be what i need basicaly i want to use some kind of nm decals but would like to be able to overlay some nm over it

full quarry
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I got black mask color set up for the baked material so I just mixed black with the rest of the mask with about 40 percent opacity

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also I made the normalmaps stronger by adding some contrast to them

gray owl
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thanks a lot mate!!!

somber pier
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Is there a way to 'extract' a bump map from an existing texture or anything like that?

frigid escarp
ancient smelt
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It's very rare in A3 assets that anything other than Super and Multimat are used.

frigid escarp
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<- coming from the realms of porting A2 assets 👼

dry otter
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@somber pier use CrazyBump software

odd cape
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Does anyone know a tutorial on how to use UV Editor. I'm trying to create a single texture file for the level 20.000 LOD

silver gull
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crazybump and the like... are usually crappy. Works in very special cases, but in general it produces very wonky normal maps

odd cape
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ah

dry otter
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Hey ! I have many images with a green background i'd like to remove to create an alpha, via a batch or whatever automated process (like in photsgop for example). Anyone as an idea ?

dry otter
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fixed

gray owl
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@full quarry do you know by any chance what method is used for blending material textures when rgb-b values are not pure? (multimat)

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half3 mCOavg = tex2Dlod(sampler0, co0).rgb;
mCOavg = lerp(mCOavg, tex2Dlod(sampler1, co1).rgb, mask.r);
mCOavg = lerp(mCOavg, tex2Dlod(sampler2, co2).rgb, mask.g);
mCOavg = lerp(mCOavg, tex2Dlod(sampler3, co3).rgb, mask.b);

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this could be?

full quarry
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Mmm what am I looking at here?

gray owl
full quarry
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aa thats for 3dsmax material

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of which I am not familiar with

gray owl
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i want to recreate shader in blender so its easier to work, but need to know how it blends textures

full quarry
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ah I simply gave each material I use a color and baked that

gray owl
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well "shader" wrong word. to recerate what multimat does when it blends textures, at least to some extent

full quarry
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worked well enough for rocks

gray owl
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mhm i got you

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thanks!

full quarry
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also I blended this with the opaque black layer to blend in the 4th baked normalmap

gray owl
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so black can have alpha?

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haha forget it

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black is lower rgb

full quarry
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yes

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it could have been done with any of the 4 mask colors

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black felt the easiest

gray owl
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yea i can see it being more intuitive

nocturne prairie
dry quartz
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@nocturne prairie do you mean the white outline? That could either be that you dont have any padding in the texture or that you're seeing the cube map at grazing angles

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but you should be aware that no shader renders shadows when using transparent technique. consider using a _co texture which will only discard (mask) pixels

nocturne prairie
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no i dont mean the white line. ehm.. i make a GIF. Uno momento

dry quartz
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sure

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poke me when you have it, otherwise i'll miss it

nocturne prairie
dry quartz
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@nocturne prairie hmm ok.. Im not sure im seeing the problem

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z-fighting?

nocturne prairie
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z-fighting?^^

full quarry
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could be

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also at some angles it shines a lot

dry quartz
nocturne prairie
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ok. I need a "how to" to repair it 😄

full quarry
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custom model?

nocturne prairie
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but is only a plane with seperate UV

full quarry
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move the plane a bit more out of the body surface

nocturne prairie
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i have. that isnt the problem

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i think, the effect comes when the plane in shadow or in light

dry quartz
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Hmm ok.. does it look similar to the zfighting gif I sent?

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Or are you thinking of the specular highlight in certain angles?

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Try just making it a co texture. It might solve it but also it makes more sense to use

nocturne prairie
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Co texture works. But isnt transparent... Its a littlebit curios with .Ca

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i test it

dry quartz
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yes but ca will introduce other bugs

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co isnt transparent but it is masked

full quarry
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_CO can have 1bit transparency, meaning its either fully transparent or fully visible

errant palm
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Could anyone help out here, I cant get the normal image to work on a surface, I named the .tga "_NOPX" before converting to .paa in texView. Where am I going wrong with this? Any specific drop down box I'm not inputing a value into?

fiery barn
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So I have a problem

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When making a custom helmet

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that has white on it

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its very bright

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any ideas?

severe rune
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make it grey ¯_(ツ)_/¯